Greetings RPG Maker fans!

Today, we are taking a trip down the rabbit hole with a new tileset and two new music packs! Let’s take a look at where the path leads us.


First up, we have the Wonderland Forest Tileset from Sherman3D!

A whimsical trip to a land inspired by the works of Lewis Caroll, Giant mushrooms, card soldiers, everything you need to show how mad your game has become. In fact, your game is entirely bonkers.

But I’ll tell you a secret: All the best games are.


And as your game descends into madness, you will, of course, need some music to carry it along.

Composed by Murray Atkinson, the Wonderland Music Pack contains 12 songs inspired by magic and whimsy.

Be sure to check the samples on the RPG Maker Web store. You can buy the pack there, or on Steam! (VX Ace)


Not everything is whimsy and fun. Sometimes, things get deadly serious. And for that, you might need the driving power of the new Cinematic Drums pack! From Bittersweet Entertainment these drum rhythms will bring an epic power to your scenes.

Listen to samples on the RPG Maker Web Store, and purchase there or on Steam! (VX Ace)

Find the resources you need to make your game all that it can be, on the RPG Maker Web Store and on Steam.

Good luck with your games everyone!



This week, we have the Degica Games Midweek Madness Sale! That means a whole lot of deals on RPG Maker products!

We also have updates for one of our favorite MV packs: FSM Woods and Cave! Adding a few bonus files and sample map pictures.

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You can get both of the FSM packs on discount as well:

And discounts on many, many more DLC!

But the Degica Midweek Sale is also a great opportunity to pick up some games that show the full potential of RPG Maker games! Pick up a game like:

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OneShot is an amazing adventure puzzle game that relies on some incredibly meta mechanics and thinking to make it through. There is really no other game like it. You can pick up this unique RPG Maker gem for 33% Off Today!

Looking for something that uses RPG Maker to make an RPG to play? Check out

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Skyborn is a heavily customized RPG made in RPG Maker with a great story, fun cast, and cool airships (who doesn’t love cool airships). Aspiring RPG Makers could do way way worse than studying how Dancing Dragon games uses RPG Maker to create exactly what it was designed for, but without feeling cookie cutter. Skyborn is currently 75% off, a steal for such a great game!




One month to make a game. It sounds so short, but for all of you who made it, I’m sure it feels like a combination of forever and 2 seconds ago that you started your game.

That month is done, and your job is done. We had a total of 252 entries, and congratulations to every single one of you who finished a game. Finishing a game already puts you in the top percent of all RPG Maker users. Now let’s see how you rank within this group!

Judging has begun, and we should have a winner ready to announce on December 18th! Between now and then, we also have voting open for the People’s Choice, so make sure to go play as many games as you can and rate them on the itch.io page!

Due to this voting, we will by necessity be going a bit quiet about the event until the winners announcements. We will, of course, share the progress of judging, and link directly to the itch.io page to encourage people to fan judge the games they want to play, but in order to keep fan voting as fair as possible, we can’t do anything like mentioning our favorite games so far or even show off any screenshots from completed games. This means that until judging is done, there isn’t a whole lot for us to say about the contest.

Promote your game, play the competition, and enjoy the rest, we know you need it! Once again, congrats on finishing your game. See you in a little over a month!


With less than 3 days left in the 2017 IGMC, we have over 600 entrants but only 50 entries! Many of you may be waiting to submit your entry at the last minute. But submitting your game takes time too: you need to create an itch.io account, setup your game page, and then finally submit your entry to the game jam. There will also probably be a rush of users uploading their projects at the last minute which could cause server issues.

To avoid certain heartbreak, I’d recommend going through the submission process before the last remaining hours to make sure your game page is ready and submittable once you upload your final build. Fortunately, itch.io has a very intuitive interface for creating/editing your game page. To make it even easier, I’ve put together a quick guide on how to submit your game to the 2017 IGMC jam.

How to Submit your Entry to itch.io

When you’re ready to submit your game, you can navigate to the top of the IGMC 2017 Jam page <https://itch.io/jam/igmc2017> and click the “Submit Your Project” button.

igmc 2017 game jam submission

This brings up a game submission dialog where you can choose from games you’ve created on itch.io to submit. If you haven’t uploaded your game yet, you’ll be guided through the process. You will also be asked to list Team Members involved in the project and which engine you used (both optional).


When creating your game page, make sure to follow quality guidelines here: https://itch.io/docs/creators/quality-guidelines. This will make sure your game is easily discoverable for the general public. Note that your game page will have no impact on judging scores.

Once your game page is complete, go back and complete the Submission process. You should now have an entry page that appears in the list here: https://itch.io/jam/igmc2017/entries

A few other tips to make sure your Submission goes smoothly:

  • Make sure to include a downloadable version of your game that is playable on Windows. You can include a browser, mac, and linux version, but it MUST be playable on Windows to qualify.
  • If there multiple downloads on your entry page, make sure to designate which one is the version you’re submitting to the contest with a “IGMC” suffix. If no file is marked, we’ll test the latest version uploaded.
  • Please do not have a paywall for your entry until after the voting period is over. If we can’t access your download freely, then it will be instantly DQ’d.
  • Note that you will be unable to upload new files after the submission deadline UNTIL the voting period ends.

If you have anymore questions, feel free to post in the comments. We’re excited to see what the RM community has come up with!



Hello, my fellow RPG Makers. It is time for a scary, scary story.

There once was a young RPG Maker, who eyed a great prize. The IGMC had come, and he knew he could win. Thousands of dollars were his for the taking.

He followed the guides, cheered on his competitors (but not TOO much), and worked on his game. Things went on like this, day to day, and then he looked up and saw the scariest thing!

There was less than a week to go in the IGMC and he was only halfway done!

That’s right my friends, it is CRUNCH TIME!


Some of you may be at different points in your development than others, but from my own experience, I imagine most of you feel very very behind. This week should be a combination of 4 things in my opinion:.

Step 1: Figure out what needs to be cut.

Unfortunately, some of your initial plan might just not fit into the time you have left to create. Go through your plan. Start making slashes through anything that isn’t necessary. Yes, some of this will feel like cutting limbs off, but if you want to finish in time for the contest, it will really have to be done. You can always add some stuff back later for a new non-contest version.

Step 2: Finish what has to be done.

Once you’ve figured out what can be cut, double down on finishing the things that are NECESSARY. Make sure you really need everything you are doing. Because you really don’t have much time left for making content, and that is because you really need time for the next two steps:

Step 3: Playtesting


You need to playtest your game. You need to get others to playtest your game. To do this, it needs to be in a fairly finished state, and so you need several days MINIMUM to do this. You may have to do with less, but you’ll treasure every bit of time you can spend in playtesting. Especially blind playtesting with people who didn’t make the game. They’ll see things you didn’t see and give a good idea of how difficult your game truly is. This is because they don’t know the right things to do like you do.

Step 4: Bug Squashing

It is time to stomp on every bug you and your playtesters can find. Kill those things good. Nothing will sour someone on a game quite like a game-ending bug. Even if it doesn’t occur except under specific weird circumstances if those circumstances happen to a judge and they haven’t saved… Yeah, you get the idea. The more severe the effect, the higher you should prioritize the bug. I imagine there will be very few bug-free games in the contest, but you need it as bug-free as possible.

Good luck with crunch time everyone! And I know I can’t expect you all to sleep enough during crunch time, but at least try to eat well. If you have to, get a friend to help you out with food! Though I suggest if you can convince them to come cook for you, you should probably put them in your credits.



You’ve planned your game and kept yourself from growing it to big in the planning stages. Next, you’ve quick prototyped your mechanics to make sure they work.

So what do you do now? Use a systematic approach. Fill out the whole database at once, a tab at a time. Don’t jump back and forth. Doing everything of the same type at the same time will make you faster. When you start and stop on each approach, you are taking a bit of time to get used to doing that process again.

This also makes your database MUCH more organized, with all weapons of the same type together.

This also makes your database MUCH more organized, with all weapons of the same type together.

Is this the most FUN way to design a game? Not really. I know that I enjoy just doing what I feel like when I feel like it, but a structured approach allows you to do more faster. Of course, if you feel that the loss of fun is going to push you away from wanting to work on your game, maybe try to break each section down into chunks. Allowing you to move between different tasks, but still spending a bit of time on each one.

Everyone has to find the balance that works for them, between fun and speed, but if you want to finish a game in a short amount of time, you may have to lean more towards speed. Let’s hope that your speed gets that IGMC entry finished, good luck!



Right now, you can get a massive deal on just about everything RPG Maker over on Humble Bundle, but that deal is running out fast! You have just one day left to get a whole lot of RPG Maker, for not a whole lot of dough! Every gamer has dreamed of making their own game, and with this Bundle, they get a massive head start. So buy one for yourself, or maybe buy one for a friend or family member.

So what is included in The Humble RPG Maker Bundle?


First, how about EVERY RPG MAKER VERSION ever released. 2000, 2003, XP, VX, VX Ace, MV, no matter which is your preferred maker, you’ll have it. And remember, you have the license to use any RPG Maker resource in any other RPG Maker! MV may be the latest and most powerful version, but a lot of the older editions are still fan favorites of the RPG Maker community! Whether you prefer the simplicity of RPG Maker 2k3, the artstyle of RPG Maker XP, or the Javascript Plugins of RPG Maker MV, you’ll have the RPG Maker for you.


A ton of RPG Maker VX Ace and MV DLC. So much I don’t want to even count it. Each of these 5 main packs offered in the Bundle contains multiple DLC, with resources mixed among music, sprites, tilesets, and more! In addition, we are throwing in an exclusive RPG Maker DLC just for the Humble Bundle! With all these resources to play with, you should have a great jumping off point for any game you want to make!


And remember: Every sale of the Humble RPG Maker Software Bundle makes the Indie Game Maker Contest prize pool grow! And you still have time to join! Make a game and enter before November 5th! Even if you don’t win, don’t you want to be able to say you’ve made a game?

The seconds are counting down on the Humble RPG Maker Bundle, so don’t delay, pick it up today! Because wants it hits 1pm (PDT) tomorrow, it will be too late.



The IGMC continues to march forward, and we hope you are making fantastic progress on your entries!

One thing I have noticed with the IGMC, is that making games quickly is very very different from making games at your own pace. A fast deadline, like, a month, such as some contest that is really super cool where the prize pool just went over 20k recently, means you have to approach a game very differently.

On your own time, you can work on whichever parts strike your fancy, when on a deadline you need laser focus.


When left on my own, I tend to do a lot of mapping first.

So what do you need to focus on? Should it be writing, should it be graphics, should it be music…

The way I see it, your first goal is two things: Nail down your gameplay, and then quick prototype that gameplay to make sure you can make it happen.

Every other thing is for naught if you can’t make something happen that you need to happen. Work on proof of concept of any event systems. Make sure the plugins you are using create the effect you want when combined (and that they are compatible at all!).

Use placeholders. Keep the writing to a minimum. Writing is always something you can add. Graphics are always something you can add. If you have planned your game around a mechanic that you can’t make happen, that is a LOT to go back and redo.

Meh, I can put something here before I hit publish.

Meh, I can put something here before I hit publish.

This isn’t to say that mechanics are the most important thing. In my opinion, the best games meld together their mechanics and storytelling. One informs the other which informs the other in and endless cycle. So, if you try to tell a story that you can’t back up with mechanics, your game will fail.

Prove you can build the mechanics you need to support the story you are making. If you can’t, adjust the story to the mechanics you can make.

Just be sure to learn what it is you can make, as soon as you can make it.



The Humble RPG Maker Bundle just got better, with fantastic new additions to the beat the average tier!

So pull out your wallets, and help support charity and the 2017 IGMC while getting everything you had seen when the bundle went up, but also:


I know you were probably asking yourself where this was when the bundle first dropped. The first RPG Maker ever officially released in English, and still the fave of many a practitioner of the ancient art of gam mak (the art of making games), RPG Maker XP is here to shine.


Also joining in on the fun are Deadly Sin 1 and 2, from Dancing Dragon Games! With Echoes of Aetheria and Skyborn already in the bundle, this gives you a one-stop shop for all of the Dancing Dragon games! On top of being fun games, Deadly Sin 1 – Echoes of Aetheria is a perfect representation of the progress and evolution of RPG Maker and game design skill that you too can achieve!

And finally, the Wood Stone and Steam DLC Pack! Featuring fantastic tiles and music, from Pirates to Steampunk, to the dead of Winter! Watch the youtube trailer above for a full list of the fantastic assets included.

Of course, don’t forget the Indie Game Making Contest! Make a game in a month, and compete with RPG Maker Users from around the world for a chance to win a huge cash prize.


So make sure to tell all your friends, the more bundles sold, the higher and higher the prize pool for the IGMC goes, and the more you can potentially win!




So the IGMC has begun, and everyone is working away on their projects!

And if you aren’t, the clock is ticking! (And speaking of the clock ticking: Best to go ahead and pick up that awesome Humble Bundle now! Fund the IGMC and get a ton of great RPG Makers and DLC!)

So of course, the best thing to talk about is how to make a short game. I’ll be doing more of these articles as the contest goes on, but the first one I think this one is the most important.

The biggest secret to creating a short game is to plan a short game.

Now, I know, this is a kind of “Well, duh” comment, but you have no idea how hard that can be. It is too easy to have an idea, write it down, and suddenly it takes up an entire notebook, spans 30 years of in-universe time, and has over a hundred characters.

Good thing I installed all this server space for my game idea! (Look, I have to get images in here somehow, and Planning is incredibly hard to make visually interesting. Bare with me here).

Good thing I installed all this server space for my game idea!

You have to keep it small.

Pick one central idea. Pick one situation you want to deal with. This could be an external situation, such as a single battle in a war. Or maybe something a bit more personal. Maybe a father and son working through the issues that left them estranged for the last 20 years. Or maybe something not even in the story. A single mechanic. Or a specific art style.

Take that one thing, and plan everything around it. Make sure anything that doesn’t serve that thing is streamlined out of your process. In an hour-long game. In a game that is made in less than a month, you don’t have time to explore more than 1, maybe 2 ideas. Maybe pick up a single “B Story”. Much like a 1-hour tv show, you will possibly have time for a second background idea, one that perhaps ties into the themes of the main story, but deals with something else.

Much like this Humble Bundle is a wonderful B-Plot to our IGMC. (I know I'm shameless)

Much like this Humble Bundle is a wonderful “B Story” to our IGMC. (I know I’m shameless)

But, you must resist the urge to let your plan sprawl. Keep the plan tight. Keep it simple. Focus on what you want your game to communicate, what you want your game to be ABOUT. Losing focus can lead to rambling. And rambling takes time, both to create, and to play.

So get that game planned, get that game made. And good luck to everyone out there competing!